195,019 Commits over 4,079 Days - 1.99cph!
Use old behavior for FileSystem_Warmup.GetAssetList unless running asset warmup in the background
Revert some of the changes made to the non-async asset warmup implementation
Asset warmup will no longer use async asset loading when global.warmupConcurrency <= 1
global.warmupConcurrency and global.preloadConcurrenct default to 1 so async asset loading is not used anywhere by default
global.asyncWarmup defaults to false, and will now enable running asset warmup in the background when set to true
Merge from cui_texture_cache
^Merge from effect_exploit_fix
Hooked up ocean scale to weather.
Possible fix for f96afe8f192318743adbf8e0d929e925 (WagonC) GUID error
Revert change to asset warmup's exclusion filter
Reorganize combatlog code, ensure FiredProjectile is pooled correctly
Small furnace missing controls
Hardcode entity names in panels & remove auto updating panel name
Show the player position on the nexus map and make it support focusing on the player
Slit effects into 2 volumes. Blending grading and bloom strength based on depth, blur, wiggle and line and masked out based water level mask.
No terrain blend variant of the snow pile material.
Backup in case this is dumb
Set secondary colliders for stairs in the cargo ships / this should fix the issue of bullets not passing through the gaps in the stairs
Scene backup/south tunnel
Fixes and tidy up. Added keywords for some quality settings.
ConsoleSystem camphysicalfocallength default fix
Disable the shunt buttons and show a different interaction UI if the train is moving (only allow shunting when the train is not moving).
Consolidated locomotive light LODs into the main LODGroup
Set up the Locomotive lights to match Petur's spec:
- Main white headlights (controlled with the headlight key)
- Small white lights on the side of the train that's heading towards you
- Small red lights on the side of the train that's heading away
- Small green lights if the train is stationary
Move clearugcentity to global namespace
Add global.getugcinfo convar for retrieving all info (editing history, crcs, content type) from entities
GameUI/MenuUI changes that Unity wants to do
Parse map metadata from the nexus
Automatically show details for the zone in view on the nexus map
Add server.clearugcentity convar, when provided an entity id it will delete any user generated content from that entity (can be used via rcon and will work for any entity that's compatible with the admin browser)
Offensive content report dialog now finds the UGC content closest to the centre of the screen (so it can be uploaded with the report)
Adjusted vacuum height on the loot wagon
Fixed vacuum disappearing while animating by enabling "Update when offscreen"
Train unloading vacuum now stretches to different depths depending on the wagon type
Store desyncTimeRaw as desync in combatlog & convert FiredProjectile to pooled class
Unloadable wagon bits and pieces
Merge from trainyard_update
Tunnel progress & related files.
Updated launch site lighting / added light switches
Fixed a few materials
Changed some environment volumes to brighter ones
Consolidated blur, wiggle, line into one pass. Fixed some masking issues and better line generation.
Added collider materials to wire fence prefabs
Replaced obstructed static chairs at Launch Site to non-mountable versions
Junkard S2P. Replaced a few static road signs to spawnable versions.
Added a note to TriggerBase that it doesn't correctly handle GameObjects with multiple colliders (looked into fixing it properly but it wouldn't be simple)